Medium Plant, Chaotic Neutral
Armor Class 11 (natural armor)
Hit Points 26 (4d8 + 2)
Speed 15 ft.
STR
8 (-1)
DEX
8 (-1)
CON
14 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
14 (+2)
Saving Throws CON +4
Damage Resistances Acid, Cold, Force, Lightning, Poison, Thunder
Condition Immunities Blinded, Deafened
Senses Blindsight 60, Passive Perception 10
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Spellcasting. The Chromatic Tendrus is a 2nd-level spellcaster. Its spellcasting ability is CHA (spell save DC 12, +2 to hit with spell attacks). The Chromatic Tendrus has the following spells prepared:

Cantrips (at will): Thorn Whip, Gust, Fire Bolt

1st level (3 slots): Thunderwave, Chromatic Orb

2nd level (1 slots): Scorching Ray

Actions

Soak. The Chromatic Tendrus sprays a pool of water at its feet (5 ft. Radius) and retracts its tendrils into its body, regaining 10 (2d8 + 2) Hit Points. Its movement speed is 0 ft. and it cannot use its action or reactions until the end of its next turn.

Tendril Whip. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 4 (3d4 - 1) bludgeoning damage.

Description

The Chromatic Tendrus is a monster that relies on its 6 tendrils for hunting. Each tendril extrudes out from a bulbous base and contains a small orb, colored based on the damage that comes from it: green for poison, red for fire, light blue for cold, blue for thunder, yellow for lightning, and one with no coloring for melee.

The base of the bulb has four small feet that allow the Tendrus to shuffle along the ground towards its prey. Although not fast, this monster excels at range against a variety of resistant foes.

Monster Tags: abberationplant

Habitat: ForestSwampUnderdark

ElectroSax

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